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T2 FM: City Conflict 5 (5/19/2010)

I really have to say that creating this fm was the most frustrating thing I've ever created with DromEd. The look and feel of the whole map changed completely several times (thanks due some crashes and broken files on my PC ). But finally I'll be able to present this little bastard to you, so here it is:

CITY CONFLICT 5 (and final part for now)

The only way to stop the conflict between the mechanists and the hammerites is to kill the leader of the mechanists. He's currently hiding in a big temple in the mechanists' part of the town, guarded by loyal knights and henchmen. Garrett made it into this part of town once by complete luck, but this time the mechanists are prepared and so is their network of spies. So just going into mechanists territory is a big "no no". Luckily, the keepers used the two mystical masks (which Garrett stole during the previous two FMs) and created a time portal. With this portal Garrett can now go back in time and kill the mechanists' leader while they're weak and not as powerful as they are now in the present time.

@PotatoGuy:
I kinda wanted to write some stuff at those things and make a "secret" out of the tunnel, but then decided not to (or at least got so frustrated with DromEds oddness that I forgot to delete the passage). Either way, see it as an "unofficial secret"
EDIT: I got this whole "tunnel" idea from the game "swat 3". There also was a tunnel but the ... well .... the payoff at the end was quiet a different type (or should I say animal?)

by "secret tunnel" are we talking about the one triggered by a fake flare on the ground?
I figured the plaques were warnings, but even after overcoming that surprise obstacle I didn't find a treasure.
EDIT: you must have meant that sarcastically, because I got all loot.

I really like how uneven the terrain is, like they just started cobbling whatever bumps and pits were there

@MrMunkeepants:
Yep, that's exactly the place, and the sweet "treasure" is nothing else than the bloodthirsty haunt trying to kill Garrett

I really like how uneven the terrain is, like they just started cobbling whatever bumps and pits were there

While I was working on this map I watched a vid on youtube which was some kind of a walkthrough about "Calendra's Legacy" (if i remember correctly). One thing which stood out for me while watching this vid and the beautiful architecture was the fact that the whole town was not just being built on a flat street-texture. There were all sorts of uneven curves and little streets going up and down etc... It somehow makes the whole city/town look more natural or interesting.

While I was working on this map I watched a vid on youtube which was some kind of a walkthrough about "Calendra's Legacy" (if i remember correctly). One thing which stood out for me while watching this vid and the beautiful architecture was the fact that the whole town was not just being built on a flat street-texture. There were all sorts of uneven curves and little streets going up and down etc... It somehow makes the whole city/town look more natural or interesting.

that's the mission I thought of, too, so you succeeded!

you should probably update the thread title with the date of release.

Originally Posted by Fuod

I picked a white key off a thief and I don't remember using it, although I finished with all loot. Can anyone tell me what the key was for?

near the armory is an apartment building with one pickable door. the thief carries the key to that door, but I didn't get it until after picking my way in, either.

nice mission

Tried playing the first two missions - but your AI are way over-sensitive almost to the point of being sketchy. Are the AI this sensitive in all the missions? They hear me through doors when I'm not even running, they see me from superhuman distances and its pretty jarring.

I think I'll start from 3 then, because the sketchy AI make front lean blackjacking nearly impossible and hearing you through walls on non loud surfaces is just silly. I was caught and pounded into oblivion for reasons I still don't understand, and to finish them I'd have to re-learn the entire way AI react to the player all over again. Thanks for the info Potatoguy

I always wondered why the AI in the first mission were so hyper-sensitive. I could be on the top floor of that building and the AI in the bottom floor would not only hear me but would be actively searching for me. It was even worse once they were alerted that first time, then the slightest move would set them off again.

I enjoyed the fourth and fifth missions in the series alot - The architecture in the fifth was fun and interesting. Maybe I missed a plot point or something, but I couldn't figure out why only the thieves were hostile toward the player and none of the guards were.

Thanks Silencium18 for sharing your "little bastard" with us - as you called it ! I really enjoyed the mission and particularly the feel of the town.

When I reached the end of that tunnel, with nothing to show for it, I got that sinking feeling things were going to get nasty and of course they did! . Looking forward to your next one - in due course.